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Mancer

Mancer is the term given to a subset of Mage where the practitioner only has one discipline of magic that he or she follows. An official example already in Hollow of this is the Necromancer. These "Mancers" are proficient in their particular discipline.

NONE OF THESE TYPES HAVE OFFICIALLY BEEN APPROVED BY THE ADMIN TEAM. DO NOT TAKE THIS PAGE AS OFFICIAL BY ANY MEANS.

If you wish to be one of these types listed below, please submit an application for RP class to the administrative staff.

Contents

The Types

Since Mancing is a one-discipline subset of being a Mage, it's been broken up into elements of magic.

Aeromancer

Probably the most useful of all the mancing disciplines, Aeromancers specialize in bending the air and the wind to their will. Using magic, Aeromancers can bring hurricane force winds to bear on the battlefield. They are, however, mostly peaceful. The people who follow this discipline are often active and social, using a small cloud of air to float them around from place to place.

Carnomancer

Chronomancer

Chronomancers are usually mages or wizards who specialise in time related spells and abilities like teleporation or time travel. Most run of the mill chronomancers merely have minor abilities such as travelling to the day before to find a lost object, but some more powerful travellers can travel to the past to find lost relics or to the future to bring back powerful artifacts, even changing history itself! Some well travelled adventurers may perhaps have been granted their abilities by wizards, demi-gods or powerful magic items. Although it is the most difficult discipline to ever master, it's rewards are indeed great.

Cryomancer

Cryomancers are mages who specialize in ice magic, often freezing things down to the bone. They have a love of the cold and appreciate the harshness of below-zero temperatures. They are often cold, strange to outsiders, and tend to live high in the mountains where the snowing never stops.

Electromancer

Electromancers are basically addicted to electricity. Their magic almost demands it as they constantly use electricity in their magic. This discipline's element is extremely hard to control but when they do, it can have devastating results. It is said the followers of this art are sometimes so fanatical that they go into lightning storms just to get hit with a bolt of lightning.

Flectomancer

This particular discipline involves artifacts. Also known as "Tinker Mages", Flectomancers are indeed tinkerers and create artifacts that do just about anything. Mostly, this art involves building a rather complex artifact and using magic make it function. They can create a wide variety of things, from Æther bombs to small mechanical animals. If given enough of their artifacts and proper materials, Flectomancers can be a force to be reckoned with.

Rules of Flectomancy

The following is a clarification of the rules which went into effect on August 2012 regarding clockwork/mechanical items. These are not new rules, but rather intended to more clearly elaborate on what is and isn't acceptable.

Mechanical/clockwork items do not work without magic due to Hollow's unique physics

The larger the item, the more magic is required to power it; things larger than you can easily carry require a great deal of conscious magical effort. Humanoid sized objects, or larger, will not work regardless of the Mage.

Only Flectomancer's (Mages who have specialized in enchanting mechanical/clockwork constructions to make them fuction) can create clockwork/mechanical items. Flectomancers must submit an application to the RP Board for approval prior to RPing the class.

Those items must be of a reasonable size and can not be analogues of modern appliances/weapons or designed to bring a "Steampunk" aspect into the game. (No reproductions of modern weapons, mech suits, war machines, robots, vehicles, engines, etc)

Clockwork/mechanical items require a kind of passive "power" from the Flectomancer to function, this means any Clockwork items created after these rules went into effect (August 2012) do not work unless in the presence of the Flectomancer.

Clockwork pets are a unique Flectomancy feat, requiring enchanting the item with a kind of primal autonomy much like Necromancers impart on undead, however; the clockwork pet still requires "power" from the Flectomancer to function, as with all clockwork items. (This means the Flectomancer can't make these pet items for other people as gifts, they won't work)

Herbomancer

This discipline closely relates to Druids of Hollow but is actually quite different. These people have a particular love for plants. These people are, more often than not, botanists and experts on plants and their very nature. Typically good willed and at peace with themselves, Herbomancers use their magic to better plant life or even use plants to attack. But there are a few that use plants for more mischievous reasons and can use certain herbs and plants for very potent poisons and antidotes.

Hydromancer

Closely related to Cryomancing, Hydromancing involves magic specifically influencing water or liquid. Hydromancers can cast magic on anything liquid. From the rain to the vast oceans, they are a most formidable foe when they are with their element. If a Hydromancer is powerful enough, he or she could even start a rain storm by collecting all the water vapor in the air to form clouds. Hydromancers tend to be drifters and great seafarers, but are not always so.

Necromancers are mages who specialize in the animation and manipulation of things no longer living. Common practices of the average necromancer include conjuring various skeletal parts (or in some cases, entire skeletons) for use to their advantage in a fight. It is thought that some necromancers have harnessed the ability to utilize soul magics and resurrect people from the dead, though these spells are now closely guarded by only the strongest Masters, making learning them neigh impossible. Despite common belief, they can actually be of any alignment, though they will almost exclusively be neutral or evil.

Prefered Races: Vampire, Drow, Human

Examples: Countless~

Pyromancer

Pyromancers are mages that specify in fire magics. Pyromancy grants the wielder varying degrees of control over that specific element, things as simple as the creation of sparks when lacking tinder and flint (Practical pyromancy) or the actual generation of wisps of flame, and other uses of a more battle oriented means: Balls of flame, Pyric columns and things which at time seem solely limited by the casters mind. Pyromancy is not to be mistaken with just a simple control of fire however, as those proficient in it's use are more than capable of invoking heat (Oft to the point of spawning a flame or burning something- but that's besides the point). One thing that seems to be quite common amongst Pyromancers is they (pardon the pun) Tend towards being hot tempered, Quite passionate and oft unstable.

Preferred Races: Human, Elf, Dragon

Examples: None to this day

Opposite: Hydromancer

Spatiomancer

Whereas Chronomancy relates to bending time to the users whim {The fourth dimension}, Spatiomancy focuses upon the manipulation both subtle and blatant of the threads which compose reality, essentially a warping or distortion of the third dimension. Spatiomancy is not a perfect art however. It does not create from nothing, or destroy something beyond repair- it simply manipulates that which is present. Alchemy in the attempt to transmute one element to another could be considered an exceedingly primitive form of spatiomancy. Teleportation, the breaking between two specific points in reality, is a relatively high form of Spatiomancy.

Telemancer

Telemancers are a particularly gifted bunch, they have an intimate understanding with the mind. Their magic is a hard one to practice or even cast as it always has the potential of failing. Telemancers are profoundly efficient in the magic that involves influencing the mind, psychic magic if you will. They can erase memories, change personalities, or even reduce someone to the state that the were when they were an infant. Of course, this is temporary for if someone forgot something, all they need is to see that thing again to remember it. Although, some of the more permanent effects tend to be what the Telemancer would plant in a given target's mind.

Terramancer

Terramancers are mages that specialize in the manipulation of the archetypal earth element. Common earth magics can involve the shifting, splitting, cracking, opening, movement, and transmutation of rock, soil, metal, crystals, sand, clay and other solid inorganic materials. An experienced Terramancer can be a force to reckon with offensively or defensively - one cannot deny the unyielding power inherent within a true Master of earth.